Ahri gets much more out of using W or the first R charge to bend the dodge path and then landing E, because treating Charm like the opener is one of the fastest ways to make her lane and skirmishes feel flat .
Her best midgames are the ones where one shoved wave lets her vanish from mid, pressure both river entrances, and reappear where Spirit Rush makes the fight suddenly awkward for the enemy team .
Ahri is happy if lane stays playable enough to reach the messy 2v2s and 3v3s she is built for, and recent data says she stays more functional from neutral or slightly losing starts than several nearby burst mids .
Leave when mid is actually handled: your wave is shoved or about to crash, you are not donating a plate for free, and you have enough health and cooldowns that the move can become a real threat if someone contests it. On Ahri, a good leave is often only two or three seconds long at first. Step out of vision, pressure river, see who flinches, then either commit with R if the fight opens or return to catch the next wave. If you are walking out while the lane is still messy or Charm is down, you are usually asking the map to solve a problem you created yourself.
After killing 9 minions or monsters, Ahri heals.After taking down an enemy champion, Ahri heals for a greater amount.
Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
Ahri gains a brief burst of Move Speed and releases three fox-fires, that lock onto and attack nearby enemies.
Ahri blows a kiss that damages and charms an enemy it encounters, instantly stopping movement abilities and causing them to walk harmlessly towards her.
Ahri dashes forward and fires essence bolts, damaging nearby enemies. Spirit Rush can be cast up to three times before going on cooldown, and gains additional recasts when taking down enemy champions.